First of all, an issue occurred where the widget component moved to the world’s (0,0,0) location.
The photo below reproduces the problem.
From what I understand, the cause of the issue is that the component is broken and the Location setting value has disappeared from the Details panel.
This is what caused the widget to move to the zero vector.
Now we need to find the reason why the Transform setting of the widget component is broken.
In my case, I wrote the base in C++ and then created child actors with Blueprint.
Here, the reference class of the widget component has been deleted.
But compilation was successful.
After correcting the reference and regenerating the project, it worked normally.
An additional issue is that everything from the zero vector widget to the actual actor’s position range is recognized as an actor.
If a widget component moves toward the zero vector, you need to check whether there is a position value property in the Details panel and find the cause of the component failure.